prime/include/MetroidPrime/Player/CGrappleArm.hpp

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#ifndef _CGRAPPLEARM
#define _CGRAPPLEARM
#include "types.h"
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#include "Kyoto/Audio/CSfxHandle.hpp"
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#include "Kyoto/Math/CTransform4f.hpp"
#include "rstl/single_ptr.hpp"
class CVector3f;
class CStateManager;
class CFrustumPlanes;
class CGunController;
class CGrappleArm {
public:
enum EArmState {
kAS_IntoGrapple,
kAS_IntoGrappleIdle,
kAS_FireGrapple,
kAS_Three,
kAS_ConnectGrapple,
kAS_Five,
kAS_Connected,
kAS_Seven,
kAS_OutOfGrapple,
kAS_GunControllerAnimation,
kAS_Done
};
CGrappleArm(const CVector3f& scale);
~CGrappleArm();
void PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos);
void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
void EnterStruck(CStateManager&, float, bool, bool);
void DisconnectGrappleBeam();
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void SetTransform(const CTransform4f& xf) { *(CTransform4f*)(&x0_pad[0x220]) = xf; }
// EArmState GetAnimState() const { return x334_animState; }
bool GetActive() const { return x3b2_24_active; }
bool BeamActive() const { return x3b2_25_beamActive; }
bool IsArmMoving() const { return x3b2_27_armMoving; }
bool IsGrappling() const { return x3b2_28_isGrappling; }
bool IsSuitLoading() const { return x3b2_29_suitLoading; }
private:
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uchar x0_pad[0x328]; // TODO
rstl::single_ptr< CGunController > x328_gunController;
CSfxHandle x32c_grappleLoopSfx;
CSfxHandle x330_swooshSfx;
EArmState x334_animState;
uchar x338_pad[0x78];
short x3b0_rumbleHandle;
bool x3b2_24_active : 1;
bool x3b2_25_beamActive : 1;
bool x3b2_26_grappleHit : 1;
bool x3b2_27_armMoving : 1;
bool x3b2_28_isGrappling : 1;
bool x3b2_29_suitLoading : 1;
};
CHECK_SIZEOF(CGrappleArm, 0x3b4)
#endif // _CGRAPPLEARM